Zombie Siege (Season 1)
Zombie Siege in Season 1
By Season 1, your alliance has stronger heroes, better gear, and more coordination experience. This means you can push significantly higher difficulty levels in Zombie Siege while still clearing all 20 waves.
For the full event mechanics, see the Zombie Siege Guide.
If you were clearing pre-season Zombie Siege with 10+ minutes remaining, increase difficulty by 2-3 levels in Season 1. Gold gear, Exclusive Weapons, and T10 troops make your alliance dramatically stronger. Higher difficulty means better rewards.
What Is Different in Season 1
Stronger Individual Defences
- Gold gear on most members — defence formations are significantly tougher
- Exclusive Weapons provide massive power spikes — especially Murphy's Mitigation Master for garrison defence
- T10 troops have dramatically higher HP and damage
- Heroes at higher star counts with maxed skills
Squad Diversity for Reinforcements
Season 1 brings squad diversity that improves reinforcement quality:
- Tank reinforcements remain the strongest for garrison defence — Murphy with Exclusive Weapon is nearly unkillable
- Aircraft reinforcements add high burst damage — DVA can eliminate key zombie threats quickly
- Missile reinforcements provide sustained energy damage that shreds high-HP zombie waves
- Having all three types available means you can match reinforcement type to the wave's weakness
Smaller Power Gaps
The gap between your strongest and weakest members is typically smaller in Season 1:
- All members have had time to build toward gold gear
- Event participation has brought everyone's hero levels closer together
- Fewer members get eliminated in early waves
Season 1 Difficulty Selection
The test remains the same: If you clear all 20 waves with more than 10 minutes remaining, increase by 1 next time. If you fail, decrease by 1-2 levels.
Season 1 Reinforcement Strategy
Before the Event
- Identify members who need reinforcement — the list should be smaller than pre-season
- Assign reinforcement providers by squad type — Tank reinforcements for weak bases, Aircraft/Missile for targeted damage
- Murphy Exception players are your best reinforcement providers — Murphy's Exclusive Weapon in garrison is devastating
During the Event
Exclusive Weapon Reinforcement Priority
- Murphy with Mitigation Master is the best reinforcement hero in the game — send him to the weakest base
- DVA with Energy Master can burst down high-priority zombie threats
- If your strongest players can survive solo through wave 20, send their heroes to reinforce weaker members instead
A Murphy with Exclusive Weapon at Level 20+ in garrison can single-handedly keep a weak base alive through waves 15+. If your alliance has 2-3 players with geared Murphy, assign them as reinforcement providers for the weakest members. Their own bases will survive without Murphy.
Season 1 Preparation Checklist
- Set your defence squad with your strongest formation — gold gear, Exclusive Weapons, T10 troops
- Recall ALL troops — nothing should be out on marches
- Heal all wounded troops — maximum strength before wave 1
- Coordinate reinforcement assignments — know who is reinforcing whom before the event starts
- Stay online — communicate wave-by-wave status in alliance chat
- If you are strong, volunteer to reinforce — your base will survive; your weaker teammates need help
Common Season 1 Zombie Siege Mistakes
- Not pushing difficulty high enough — if you are clearing easily, you are leaving rewards on the table
- Relying on pre-season difficulty — your alliance is dramatically stronger in Season 1
- Not using Murphy for reinforcement — his Exclusive Weapon makes him the best garrison hero
- Reinforcing too late — send help by wave 8-9, not wave 15
- Strong players not helping — alliance-wide wave completion matters more than individual performance
- Forgetting to set defence squad — still happens, still costs the event. Remind every time
Related Guides
- Zombie Siege Guide — full event mechanics
- Season 1 Tank Squad Guide — Tank garrison strategy
- Season 1 Alliance Squad Coordination — coordinating reinforcements